Yes it's been bugged for some time now. Currently my course of action has been taking advantage of the strange quietness of the bugged AI in general and taking over systems without a fight. That and putting up tons of turrets and other surprises for later when they finally do work again...
It'd be nice if warpgates worked like stargates in one simple respect. That'd be when someone comes through a gate a huge shockwave is released along the plain the gate ring is oriented and vaporizes any astronauts on the station and any ships caught in the blast. :)
Say on the server(s) you are on or in single player since they could be different about how many missiles at one time or even per second can you fire before the game kills over?
Working on a multi-targeting anti-griefer turret. They'd have to send an army to kill a station with it on it. :P That said without knowing the server and the conditions on it there is no way of knowing what nightmares to tune it for killing. Normally I'd make the biggest turrets I can for...
I noticed something when snooping around through the files and folders that there are places for the AI factions to put their own stations. In this case the only change to those area is they'd have a config file in place of a huge bunch of BPs and all BPs would be in the catalog instead.
This...
Well we can replace them ourselves but that said it'd be a pain to get to them all. I'd be nicer if all we had to do is upload a BP of one to the catalog, pick a faction(s) that uses it be they player or AI factions and than let the game rerandomize the stations we haven't seen yet so the new...
My only issue with missile+pulse combos is the ridiculous amount of power some effect combos with it have a need for. That said I've found logic fired rapid dumb fire missiles make good cover for pulse missiles. :P
They could just make asteroids totally respawn when the sector stays unloaded for a long enough time. However only asteroid orbital sectors would allow this and they'd only respawn if totally mined. Also the respawn being total the asteroids mined out completely would respawn as newly...
The SWD HQ has room for 48 Anti Missile Turrets. :) All of them with full 360 turning so needless to say it'd e hard to break through that on a good day.
Needless to say on Easy mode for the AI it takes about 2 to 6 AMS Turrets to stop missiles depending on the design. On Mean mode it takes...
Like I said I'd just setup a field of small ships solely for Anti-jumping with some anti-fool defenses on them and spread them out to the range of the No Jump field. This way if you know how far people can jump on your server than you'll know how far out to spread the Jump Inhibitor ships. The...
You hit U and make sure you are in the ship, than save it, if on a server save to local, after both of those just follow what's in this topic http://starmadedock.net/threads/how-to-install-ships-via-sment-or-zip-also-how-to-upload-kupu-approved.791/ and you should be good to go. :)
I think someone mentioned you could link them to logic for stations but it would need to be tested out. It'd be fun to setup a minefield across a whole solar system just to slow down people and make them have to kill the things or fly slowly through a system. :)
http://starmadedock.net/threads/custom-ai-factions.20115/ Was talking with someone about just that, maybe you can pester them into working on their project again and posting it. :)
Yep depends on the ship but yes making sure it is saved tends to help and I got enough to replace it if I have too. In my case though since my computer hates me in harsh fights I'll likely be using all manner of drones, turrets and logic traps to bring down enemies. :)
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